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Peridot

Pixie

Brawn 2 Agility +3x3 Mind 3

Powers:

Flight 2 (10 SQ) <Wings> 1pt. 2 ENERGY, MAINTAINTED

Talk to Animals 3 (All Animals), 3pts

Misdirection (Make a Mind Contest w/ Target. If you win, they take a -10 Result Penalty to their next
attack roll against anyone) 1pt

Size -3 (6” Tall) [Does Not Affect Flight] (+3 Agility Dice Bonus, -15 Result Penalty to Brawn, Damage,
and Soak, Max Lift 33 Lbs, Takes Knock-Back on 20 Damage or More, +3 Squares of Knock-Back) 0pts

Spells:

Argent Armor of Illumination: Arcane Armor 3 (+30 Soak), 3pts, 6 ENERGY, SUSTAINED

Gaia’s Kiss: Healing 1 (Heals +1x1 Dmg)[Usable on Others] <Casting, Concentration> 1pts, 1 ENERGY

ADVANTAGES: Magic (Light, Nature Colleges), Never Surrender, Appeal (x4 Social Rolls)

DISADVANTAGES: Small (Size -3) [Does Not Affect Flight], Primitive (Money? What’s that?), Weakness:
Vulnerability to Cold Iron (It burns… It BURNS!)

PHYSICAL SKILLS (Roll 2d6+3x3): Stealth/Hide, Perform/Dance, Athletics/Aerobatics

MENTAL SKILLS (Roll 2d6x3): Outdoor/Tracking, Physician/Herbalism, Occultism/Ritual

EQUIPMENT:

Tiny Bow (x4-15 Dmg, Range 30), Tiny Sword (x4-15 Dmg)

COMBAT INFO:

Wound Threshold 20 Soak: -15 (15 with Arcane Armor turned on)

Priority +3x3 Defense: +3x3 Movement: 3 SQ Run, 10 SQ Fly

Mental Defense: x3 ENERGY: O O O O O O O O O O

25 Points (16 Stats, 9 Powers)


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Elven Archer
B2 A4 M2 16 Pts
Powers: 9 Pts
Expert Marksman (ignore 1 pt of range penalties, range extended) 2 pts
Bow Technique 2 (+2 DM) 2pts
Rapid Reloader (R.O.F 2/panel if you don’t move) 1 pt
Armor Familiarity 1 (Leather) 1 pt
Great Hunter (see Attack Weak Point) 1 pt
Keen Senses 2 (Vision, Hearing x5) 2 pts

Equipment: Bow (x4 Hit, x6 dmg, Range 45 [Expert Marksman]), Quiver, 24 Arrows, Short Sword (x4 Hit,
x4 Dmg), Dagger (x4 Hit, x3 Dmg, Range 3), Leather Armor (10 Soak)

ADVANTAGES: Appeal (x4 Social Rolls), Good Night Vision


DISADVANTAGES: Overconfidence, Oath (Protect the Forest)
Physical Skills Roll 2d6x4: Athletics/Acrobatics/Climb, Stealth/Hide/Prowl
Mental Skills Roll 2d6x2: Outdoor/Tracking, Occultism/Monster Lore

Combat Info:
Wound Threshold 20 Soak 10
Priority x4 Defense x4 Movement: 12 Squares
Mental Defense x2 Energy O O O O O O O O O O
Amber
Human Sword-Sorceress
B3 A2 M3 16 Pts
Powers: 9 pts
Sword Technique 1 (x3 Hit) 1pt
Dragon’s Breath: Special Attack 3 (x6 Fire Dmg, Medium Cone)<Single
Use> 3pts
Resistance 1 (Fire), 1pt
Amber Armor of Illumination: Arcane Armor 2 [EC: 4 Burden] 2pts
Healing Light, Healing 2 <Casting> [Usable on Others][EC: 2] 2pts
Equipment: Longsword (x3 Hit, x5 Dmg), Shield (+1 Dice Bonus to
Defense)
Advantages: Special Origin (You are not truly human. You are in fact, a
gold dragon that has been cursed to remain in human form. Your quest in
life is one to atone and remove the curse). Magic (Fire and Light
Colleges). Appeal (Amber appears to be a beautiful woman with
reddish-blonde hair and golden-brown eyes; she has a x5 to all social
rolls). Frightening Presence (x5 to all Intimidation rolls).
Disadvantages: Overconfidence, Pride, Secret (Amber does
not tell people the truth about her “condition” and tries to maintain her façade as a normal human. She
will only use her Dragon’s Breath as a last resort). Long Sleeper (Amber has not quite gotten used to the
human norms of only sleeping part of a day at a time). Mission (return to her true form)
PHYSICAL SKILLS: Athletics 3/Climbing
MENTAL SKILLS: Occultism 3/Channeling, Society 3/Diplomacy, Commerce 3/Appraisal
Combat Info:
Wound Threshold 30 Soak: 20 Movement: 6 Squares
Defense: x2 (+1x2 with Shield)
Priority x2
Mental Defense x3 Energy: O O O O O O O O O O
_________________________________
Dwarven Fighter
B3 A3 M2 16 Pts
Powers: 9 Pts
Armor Familiarity 2 (Chainmail) 2pts
War Axe Technique 2 (+1 Hit, +1 DM) 2pts
Shield Deflect 1 (x4 Defense with Shield) 1pt
Shield Slam, (If you hit your opponent with your shield, they must make a Brawn roll against the
damage. If you win, they are Shoved* and also disoriented by the attack and have a -2 Dice Penalty to
their next roll to hit or dodge.) 2pts
Infrared Sight: Super Senses 2, 2pts
Equipment: War Axe (x4 Hit, x6 Dmg), Throwing Axe (x3 Hit, x4 Dmg Ranged / +2x4 Dmg Hand to Hand,
Range 5)
ADVANTAGES: Poison Resistance (Half TN to resist/avoid poison, half duration, half damage),
Shrewd (x4 to avoid deception, even magically),
Quick Healer (Natural healing is 60 Stun / Hour and 60 Lethal / week)
DISADVANTAGES: Slow-Moving (Movement is 6 Squares), Honor Bound, Obsession (Wealth)
PHYSICAL SKILLS (Roll 2d6x3): Craftsmanship/Armorer, Athletics/Running/Throwing
MENTAL SKILLS (Roll 2d6x2): Military/Tactics, Commerce/Bargaining

* Shove: An attacker can shove an opponent away, doing knock-back in lieu of an ordinary attack. If you
try to shove, roll a Brawn contest with the opponent. If you win, you knock them back 1 square and
they are on the ground. If you win by 20, you knock them back 2 squares. If you win by 30 you knock
them back 3 squares, and so on to a maximum of 5 squares. When you shove an opponent, you can
choose to go with them (and will be in an adjacent square) or to remain in the square you shoved them
from.

Combat Info:
Wound Threshold 30 Soak 20
Priority x3 Defense x3 / x4 Shield Movement: 6 Squares
Mental Defense x2 Energy: O O O O O O O O O O
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Orc Gladiator
B3 A3 M1 14 Pts
Powers: 11 pts
Armor Familiarity 1 (Leather) 1pt
Paired Weapons (-1 Dice Penalty to hit) 1EC, 2pts
Off-Hand Parry (x4 Defense hand to hand) 1pt
Riposte (Doubles on successful hand to hand Defense gives free counter-attack) 1EC, 2pts
Weapon Bind (Doubles on Successful Hand-to-Hand Defense, traps enemy’s weapon. They have a -2
Dice Penalty to all Agility rolls until they untrap it (by beating you in a Brawn Contest), drop it, or you
release them) 1pt

Adrenaline Surge (Take an extra Panel OR increase Brawn or Agility by 1 for 1 panel) 3EC, 3pts
Footwork (Get +1 Agility Defense for -1 Agility to Hit, or Vice Versa) 1EC, 1pt
Equipment: Cestus (x3 Lethal Damage; Cannot be Disarmed), Gladius Sword (x3 Hit, x5 Dmg),
Paired Swords (-1x3 to Hit, x5 Dmg), three Javelins (x4 Dmg, Range 10)
Advantages: Blaze of Glory (When reduced to 30 Hits or less, you get +2 Dice Bonus to all rolls; you can
also take 10 Damage to ignore all wounds for 1 panel), Good Night Vision (half penalties in darkness),
Fearless (Completely immune to fear. Also gets +2 Dice Bonus to intimidate others)
Disadvantages: Berserk, Honor Bound, True Grit
PHYSICAL SKILLS (Roll 2d6x3): Athletics/Running, Charioteering/Trample, Craftsmanship/Weapon Smith
MENTAL SKILLS (Roll 2d6x1): Society/Savoir-Faire

Combat Info:
Wound Threshold 30 Soak: 10 Movement: 9 Squares
Priority x3 Defense x3 / x4 Hand to Hand + Riposte on Doubles
Footwork Defensive: x4 / x5 Hand to Hand
Footwork Offensive: x2 / x3 Hand to Hand
Mental Defense x1 Energy: O O O O O O O O O O
______________________________

Human Thief-Acrobat

B2 A4 M2 16 pts

Powers: 9 pts

Armor Familiarity 1 (Leather) 1pt

Amazing Leap 1 (6 Squares, 3 SQ Vertical) 1pt

Attack Weak Point (Double Damage if hit by 20; Spend a Hero Point to use Hit Roll as Damage Roll) 2pts

Danger Sense (Defense and Priority increased) 2pts

Keen Hearing (x5) 1pt

Blind Combat (No penalties at all) 1pt

Daredevil 1 (+1 Multiplier when doing daredevil stunts, like walking tight-ropes), 1pt

Advantages: Membership (Thieves' Guild)

Disadvantages: Obsession (Wealth)

Physical Skills: Athletics/Acrobatics/Climb, Stealth/Prowl/Hide

Mental Skills: Security/Locks, Streetwise/Shortcuts

Equipment: Quarterstaff (x5 Stun, Reach 2 w/ Lunge), Dagger (x3 Dmg, Range 3 Thrown), Theives' Tools,
Rope, Grappling Hook

Combat Info:

Wound Threshold 20 Soak: 10

Priority x6 Defense x6

Mental Defense x3 Energy: O O O O O O O O O O


Columbius
Ratkin “Treasure Hunter”

Brawn 2 Agility 3 Mind 3

Powers:

Size -1 (+1 Dice Bonus to Agility Rolls, 5 Result Penalty to Brawn, Damage, and Soak, Max Lift 100 Lbs,
Takes Knock-Back on 40 Damage or More, +1 Squares of Knock-Back) 0pts

Natural Weapons 1 (Bite x3 Dmg) 1pt

Tail: Appendage 1 (+1 Dice bonus to Balance and other useful times), 1pt

Spells:

Levitation (Move vertically 2 SQ per page, lateral movement must be done by pushing off walls / pulling
ropes at your Creeping speed) 1pt, 1 ENERGY MAINTAINED

Hands of Air: Telekinesis 2 (x3 Hit, x2 Dmg, Lift 200 Lbs) <Casting> 1pt, 1 ENERGY MAINTAINED

Lightning Bolt: Special Attack 2 (x5 Dmg, Medium Line) <Casting> 3pts, 3 ENERGY

Cloud of Fog: Confusion 1 [Lingering] (Small Burst) <Casting> 2pts, 2 ENERGY

Advantages: Good Night Vision (Half Penalties), Magic (Air College), Shrewd (x5 to avoid deception, even
magically based)

Disadvantages: Unpleasant Quality (Non-Ratkin tend to find Ratkin off-putting, -2x3 to Social Rolls),
Single College (Only has access to Air Magic), Small (Size -1)

PHYSICAL SKILLS (Roll +1x3): Stealth/Hide/Palming, Athletics/Acrobatics,

MENTAL SKILLS (Roll x3): Security/Traps, Deception/Detect Deception, Occultism/Artifacts

EQUIPMENT: Dagger (x3 Dmg, Range 3 Thrown),

COMBAT INFO:
Wound Threshold 20 Soak: -5

Priority +1x3 Defense +1x3 Move: 7 Squares Run, 4 Squares Creeping

Mental Defense: x3 Energy: O O O O O O O O O O

16 Stats, 9 Powers
Wiz-Bang
Forged Sorcerer

Brawn 2 Agility 2 Mind 3

Powers:

Metal Body: Density Increase 1 <Always On> (+5 Result to Brawn, Damage, Soak; -1 Dice Penalty to
Agility rolls, 10 Damage / Page to surfaces he stands on, Lift 200 Lbs) 1pt

Armored Plating: Toughness 1 (+10 Soak) 1pt

Spells:
Arcane Mastery 1 (Allows him to use magical staves, wands, and scrolls) 1pt

Sense Magic, 1pt, 1 ENERGY MAINTAINED

Body of Smoke: Ghost Form 2 <Casting> 4 ENERGY MAINTAINED, 1pt

Cloak of Flame: Damage Aura 2, (x2 Dmg, Med Burst) <Casting> 4 ENERGY MAINTAINED, 3pts

Fireball: Special Attack 2 (x5 Dmg, Small Burst, Close Range) <Casting> 4 ENERGY, 3pts

Tremor Sense: Super Senses 2 (Able to “see” vibrations even in pitch blackness) <Casting> 2 ENERGY,
SUSTAINED, 1pt

Repair Object: Healing 1 [Affects Unliving]<Only Affects Unliving, Casting, Concentration>, 1 ENERGY,
1pt

Advantages: Unliving (you don't need to eat, sleep, breathe, and are immune to poison, sickness, etc.).
Magic (Fire and Earth Colleges), Companion (Rikki, his mongoose familiar)

Disadvantages: Heavy Body: (You sink like a rock in water; you cannot swim. You have a -3 Dice
Penalty to climbing, stealth, and similar rolls where being light and graceful are necessary). Poor Hearing
(-2 Dice Penalty to hear noises due to constant feedback), Obsession (with acquiring magical knowledge)

Physical Skills (Roll 2d6-1 x2): Athletics/Running, Stealth/Hide

Mental Skills (Roll 2d6x3): Technology/Repair, Occultism/Channeling, Social Science/History

Equipment: Staff (-1x2 Hit, x5+5 Stun, Reach 2 when Lunging)

COMBAT INFO:
Wound Threshold 20 Soak 15

Priority x2 Defense x2 Movement: 6 SQ

Mental Defense x3 Energy: O O O O O O O O O O

25 Points: Stats 14, 11 Powers

Dave’s Forged Wizard

Brawn 2 Agility 3 Mind 4


Powers:
Metal Body: Density Increase 1 <Always On> (+5 Result to Brawn, Damage, Soak; -1 Dice Penalty to
Agility rolls, 10 Damage / Page to surfaces he stands on, Lift 200 Lbs) 1pt

Armored Plating: Toughness 2 (+20 Soak) 2pts

Spells:
Sense Evil 1 pt, 1 ENERGY MAINTAINED
Go No Further: Immobilization 2 (Mid Range) <Casting> 3pts, 3 ENERGY

Advantages: Unliving (you don't need to eat, sleep, breathe, and are immune to poison, sickness, etc.).
Magic (Light and Shadow Colleges), Grimoire (A spell book; lets you swap out spells for ones of equal or
lesser cost between rests)

Disadvantages: Metal Body (you sink like a rock in water, -3 Dice Penalty to actions that favor a light
body, like stealth or climbing), Outsider (You’re from the Magocracy of Gwapatha and have not adapted
to the surface culture), Few Contacts (You haven’t made many friends. You get a -2 Dice Penalty to
social interactions).

Physical Skills (Roll 2d6-1 x3): Athletics/Acrobatics, Stealth/Hide, Perform/Juggling

Mental Skills: (Roll 2d6 x4): Outdoor/Tracking, Streetwise/Gather Information,


Occultism/Channeling/Ritual

EQUIPMENT:

COMBAT INFO:

Wound Threshold 20 Soak: 25

Priority -1x3 Defense: -1x3 Movement: 9 SQ

Mental Defense x4 Energy: O O O O O O O O O O

25 Pts (18 Stats, 7 Powers)


______________________________

Human Cleric of Apollo (God of the Sun, Music, and Physicians)

B2 A3 M3 16 pts

Powers: 9 pts

Armor Familiarity 2 (Scale) 2pts

Rank 1 (Priest of Apollo: +10 Result Bonus on Physician checks, +1 Dice Bonus with Bows) 1pt

Spells:

Banish Undead: Daze 3 <Only Affects Undead>, (Medium Burst), 4pts, 5 ENERGY

Light of Life: Healing 2 [Affects Others] <Casting, Concentration> (Heals 2d6+1x2 Damage) 2pts, 2
ENERGY

Advantages: Membership (Order of Apollo), Virtuous (x5 Mental Defense against being compelled to do
anything shameful, even under torture; gets a re-roll even after failing)

Disadvantages: Duty (Order of Apollo), Honor Bound, True Grit

Physical Skills (Roll 2d6x3): Athletics/Running, Perform/Lyre & Singing, Charioteering/Control

Mental Skills (Roll 2d6x3): Physician/First Aid [+10 to result], Occultism/Ritual, Humanities/Religion

Equipment: Bow (+1x3 Hit, +1x4 Dmg, Range 30), Lyre, Holy Symbol, Mace (x3 Hit, x4 Dmg)

COMBAT INFO:

Wound Threshold 20 Soak: 20

Priority x3 Defense: x3 Movement: 9 SQ

Mental Defense x3 Energy: O O O O O O O O O O

25 Pts (16 Stats, 9 Powers)

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